// vim: ft=glsl noet ts=4 sw=4 sts=0
R"vertex(
#version 330 core
smooth out vec2 uv;
layout(location = 0) in vec2 position;

void main()
{
	gl_Position = vec4(position, 0, 1);
	uv = position*0.5 + 0.5;
}

)vertex"

, /////////////////////////////////////////////////////////////////////////

R"fragment(
#version 330 core
out vec4 color;
smooth in vec2 uv;
uniform sampler2D scene;
uniform float alpha;

void main()
{
	color.rgb = texture(scene, uv).rgb;
	color.a = alpha;
}

)fragment"

